Goto

Collaborating Authors

 voting game



A Shapley Value Estimation Speedup for Efficient Explainable Quantum AI

arXiv.org Artificial Intelligence

This work focuses on developing efficient post-hoc explanations for quantum AI algorithms. In classical contexts, the cooperative game theory concept of the Shapley value adapts naturally to post-hoc explanations, where it can be used to identify which factors are important in an AI's decision-making process. An interesting question is how to translate Shapley values to the quantum setting and whether quantum effects could be used to accelerate their calculation. We propose quantum algorithms that can extract Shapley values within some confidence interval. Our method is capable of quadratically outperforming classical Monte Carlo approaches to approximating Shapley values up to polylogarithmic factors in various circumstances. We demonstrate the validity of our approach empirically with specific voting games and provide rigorous proofs of performance for general cooperative games. As Artificial Intelligence (AI) becomes a larger part of critical decision-making processes, it is important to understand the logic behind the decisions being made. Transparency in AI has become a topic of substantial regulatory importance worldwide. In the European Union, the General Data Protection Regulation (GDPR) provides citizens the right to explanations for impactful automated decisions which relate to personal data [1]. More recently, in 2024, the European Union enacted the AI act. The AI act provides individuals, in the context of high-risk AI systems, the right to an explanation for: (i) the use of an AI system in the decision-making process; (ii) the most important elements of that decision [2]. NIST's plan listed explainability as an aspect of trustability, which is one of their key areas of focus. This wave of legislative attention poses a substantial challenge, as many of today's state-of-the-art AI algorithms, such as deep learning models, are unexplainable black boxes [4]. Without specialized tools, AI developers often cannot understand the reasoning of their models.


Measuring a Priori Voting Power -- Taking Delegations Seriously

arXiv.org Artificial Intelligence

We introduce new power indices to measure the a priori voting power of voters in liquid democracy elections where an underlying network restricts delegations. We argue that our power indices are natural extensions of the standard Penrose-Banzhaf index in simple voting games. We show that computing the criticality of a voter is #P-hard even when voting weights are polynomially-bounded in the size of the instance. However, for specific settings, such as when the underlying network is a bipartite or complete graph, recursive formulas can compute these indices for weighted voting games in pseudo-polynomial time. We highlight their theoretical properties and provide numerical results to illustrate how restricting the possible delegations can alter voters' voting power.


Neural Payoff Machines: Predicting Fair and Stable Payoff Allocations Among Team Members

arXiv.org Artificial Intelligence

In many multi-agent settings, participants can form teams to achieve collective outcomes that may far surpass their individual capabilities. Measuring the relative contributions of agents and allocating them shares of the reward that promote long-lasting cooperation are difficult tasks. Cooperative game theory offers solution concepts identifying distribution schemes, such as the Shapley value, that fairly reflect the contribution of individuals to the performance of the team or the Core, which reduces the incentive of agents to abandon their team. Applications of such methods include identifying influential features and sharing the costs of joint ventures or team formation. Unfortunately, using these solutions requires tackling a computational barrier as they are hard to compute, even in restricted settings. In this work, we show how cooperative game-theoretic solutions can be distilled into a learned model by training neural networks to propose fair and stable payoff allocations. We show that our approach creates models that can generalize to games far from the training distribution and can predict solutions for more players than observed during training. An important application of our framework is Explainable AI: our approach can be used to speed-up Shapley value computations on many instances.


Computation and Bribery of Voting Power in Delegative Simple Games

arXiv.org Artificial Intelligence

Weighted voting games is one of the most important classes of cooperative games. Recently, Zhang and Grossi [53] proposed a variant of this class, called delegative simple games, which is well suited to analyse the relative importance of each voter in liquid democracy elections. Moreover, they defined a power index, called the delagative Banzhaf index to compute the importance of each agent (i.e., both voters and delegators) in a delegation graph based on two key parameters: the total voting weight she has accumulated and the structure of supports she receives from her delegators. We obtain several results related to delegative simple games. We first propose a pseudo-polynomial time algorithm to compute the delegative Banzhaf and Shapley-Shubik values in delegative simple games. We then investigate a bribery problem where the goal is to maximize/minimize the voting power/weight of a given voter in a delegation graph by changing at most a fixed number of delegations. We show that the problems of minimizing/maximizing a voter's power index value are strongly NP-hard. Furthermore, we prove that having a better approximation guarantee than $1-1/e$ to maximize the voting weight of a voter is not possible, unless $P = NP$, then we provide some parameterized complexity results for this problem. Finally, we show that finding a delegation graph with a given number of gurus that maximizes the minimum power index value an agent can have is a computationally hard problem.


A Pseudo-Polynomial Algorithm for Computing Power Indices in Graph-Restricted Weighted Voting Games

AAAI Conferences

Weighted voting games allow for studying the distribution of power between agents in situations of collective decision making. While the conventional version of these games assumes that any agent is always ready to cooperate with all others, recently, more involved models have been proposed, where cooperation is subject to restrictions. Following Myerson [1977], such restrictions are typically represented by a graph that expresses available communication links among agents. In this paper, we study the time complexity of computing two well-known power indices - the Shapley-Shubik index and the Banzhaf index - in the graph-restricted weighted voting games. We show that both are #P-complete and propose a dedicated dynamic-programming algorithm that runs in pseudo-polynomial time for graphs with the bounded treewidth.


Equilibrium Refinement through Negotiation in Binary Voting

AAAI Conferences

We study voting games on binary issues, where voters might hold an objective over some issues at stake, while willing to strike deals on the remaining ones, and can influence one anotherโ€™s voting decision before the vote takes place. We analyse votersโ€™ rational behaviour in the resulting two-phase game, showing under what conditions undesirable equilibria can be removed as an effect of the pre-vote phase.


Finding Optimal Solutions for Voting Game Design Problems

Journal of Artificial Intelligence Research

In many circumstances where multiple agents need to make a joint decision, voting is used to aggregate the agents' preferences. Each agent's vote carries a weight, and if the sum of the weights of the agents in favor of some outcome is larger than or equal to a given quota, then this outcome is decided upon. The distribution of weights leads to a certain distribution of power. Several `power indices' have been proposed to measure such power. In the so-called inverse problem, we are given a target distribution of power, and are asked to come up with a game in the form of a quota, plus an assignment of weights to the players whose power distribution is as close as possible to the target distribution (according to some specied distance measure). Here we study solution approaches for the larger class of voting game design (VGD) problems, one of which is the inverse problem. In the general VGD problem, the goal is to find a voting game (with a given number of players) that optimizes some function over these games. In the inverse problem, for example, we look for a weighted voting game that minimizes the distance between the distribution of power among the players and a given target distribution of power (according to a given distance measure). Our goal is to find algorithms that solve voting game design problems exactly, and we approach this goal by enumerating all games in the class of games of interest. We first present a doubly exponential algorithm for enumerating the set of simple games. We then improve on this algorithm for the class of weighted voting games and obtain a quadratic exponential (i.e., 2^O(n^2)) algorithm for enumerating them. We show that this improved algorithm runs in output-polynomial time, making it the fastest possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime-algorithm that runs in exponential time for the power index weighted voting game design problem (the `inverse problem'). We implement this algorithm to find a weighted voting game with a normalized Banzhaf power distribution closest to a target power index, and perform experiments to obtain some insights about the set of weighted voting games. We remark that our algorithm is applicable to optimizing any exponential-time computable function, the distance of the normalized Banzhaf index to a target power index is merely taken as an example.


Solving Weighted Voting Game Design Problems Optimally: Representations, Synthesis, and Enumeration

arXiv.org Artificial Intelligence

We study the inverse power index problem for weighted voting games: the problem of finding a weighted voting game in which the power of the players is as close as possible to a certain target distribution. Our goal is to find algorithms that solve this problem exactly. Thereto, we study various subclasses of simple games, and their associated representation methods. We survey algorithms and impossibility results for the synthesis problem, i.e., converting a representation of a simple game into another representation. We contribute to the synthesis problem by showing that it is impossible to compute in polynomial time the list of ceiling coalitions (also known as shift-maximal losing coalitions) of a game from its list of roof coalitions (also known as shift-minimal winning coalitions), and vice versa. Then, we proceed by studying the problem of enumerating the set of weighted voting games. We present first a naive algorithm for this, running in doubly exponential time. Using our knowledge of the synthesis problem, we then improve on this naive algorithm, and we obtain an enumeration algorithm that runs in quadratic exponential time (that is, O(2^(n^2) p(n)) for a polynomial p). Moreover, we show that this algorithm runs in output-polynomial time, making it the best possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime algorithm for the inverse power index problem that runs in exponential time. This algorithm is straightforward and general: it computes the error for each game enumerated, and outputs the game that minimizes this error. By the genericity of our approach, our algorithm can be used to find a weighted voting game that optimizes any exponential time computable function. We implement our algorithm for the case of the normalized Banzhaf index, and we perform experiments in order to study performance and error convergence.


Convergence to Equilibria in Plurality Voting

AAAI Conferences

Multi-agent decision problems, in which independent agents have to agree on a joint plan of action or allocation of resources, are central to AI. In such situations, agents' individual preferences over available alternatives may vary, and they may try to reconcile these differences by voting. Based on the fact that agents may have incentives to vote strategically and misreport their real preferences, a number of recent papers have explored different possibilities for avoiding or eliminating such manipulations. In contrast to most prior work, this paper focuses on convergence of strategic behavior to a decision from which no voter will want to deviate. We consider scenarios where voters cannot coordinate their actions, but are allowed to change their vote after observing the current outcome. We focus on the Plurality voting rule, and study the conditions under which this iterative game is guaranteed to converge to a Nash equilibrium (i.e., to a decision that is stable against further unilateral manipulations). We show for the first time how convergence depends on the exact attributes of the game, such as the tie-breaking scheme, and on assumptions regarding agents' weights and strategies.